//Convert to Unity mesh (if we know we have stored triangles in the data structure)
        //shareVertices means that we want a smooth surface where some vertices are shared between triangles
        public Mesh ConvertToUnityMesh(string name, bool shareVertices, bool generateNormals)
        {
            MyMesh myMesh = new MyMesh();

            //Loop through each triangle
            foreach (HalfEdgeFace3 f in faces)
            {
                //These should have been stored clock-wise
                HalfEdgeVertex3 v1 = f.edge.v;
                HalfEdgeVertex3 v2 = f.edge.nextEdge.v;
                HalfEdgeVertex3 v3 = f.edge.nextEdge.nextEdge.v;

                //Standardize
                MyMeshVertex my_v1 = new MyMeshVertex(v1.position, v1.normal);
                MyMeshVertex my_v2 = new MyMeshVertex(v2.position, v2.normal);
                MyMeshVertex my_v3 = new MyMeshVertex(v3.position, v3.normal);

                myMesh.AddTriangle(my_v1, my_v2, my_v3, shareVertices: true);
            }


            Mesh unityMesh = myMesh.ConvertToUnityMesh(name);

            return(unityMesh);
        }
Beispiel #2
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        //Merge a mesh with this mesh
        public void MergeMesh(MyMesh otherMesh)
        {
            int numberOfVerticesBeforeMerge = vertices.Count;

            vertices.AddRange(otherMesh.vertices);
            normals.AddRange(otherMesh.normals);

            //Triangles are not the same because we now have more vertices
            List <int> newTriangles = otherMesh.triangles.Select(x => x + numberOfVerticesBeforeMerge).ToList();

            triangles.AddRange(newTriangles);
        }
        //Convert from MyMesh (which is face-vertex data structure) to half-edge data structure
        //In the half-edge data structure, each edge has an opposite edge, which may have to be connected
        public HalfEdgeData3(MyMesh mesh, ConnectOppositeEdges connectOppositeEdges) : this()
        {
            //Loop through all triangles in the mesh
            List <int> triangles = mesh.triangles;

            List <Vector3> vertices = mesh.vertices;
            List <Vector3> normals  = mesh.normals;

            for (int i = 0; i < triangles.Count; i += 3)
            {
                int index1 = triangles[i + 0];
                int index2 = triangles[i + 1];
                int index3 = triangles[i + 2];

                Vector3 p1 = vertices[index1];
                Vector3 p2 = vertices[index2];
                Vector3 p3 = vertices[index3];

                Vector3 n1 = normals[index1];
                Vector3 n2 = normals[index2];
                Vector3 n3 = normals[index3];

                MyMeshVertex v1 = new MyMeshVertex(p1, n1);
                MyMeshVertex v2 = new MyMeshVertex(p2, n2);
                MyMeshVertex v3 = new MyMeshVertex(p3, n3);

                AddTriangle(v1, v2, v3);
            }

            //The fast method is only working if there are no floating point precision issues
            //So all vertices at the same position are actually at the same position
            if (connectOppositeEdges == ConnectOppositeEdges.Fast)
            {
                ConnectAllEdgesFast();
            }
            else if (connectOppositeEdges == ConnectOppositeEdges.Slow)
            {
                ConnectAllEdgesSlow();
            }
        }
        //We have just the faces (which we know are triangles)
        public static MyMesh ConvertToMyMesh(string meshName, HashSet <HalfEdgeFace3> faces, MyMesh.MeshStyle meshStyle)
        {
            MyMesh myMesh = new MyMesh(meshName);

            //Loop through each triangle
            foreach (HalfEdgeFace3 f in faces)
            {
                //These should have been stored clock-wise
                HalfEdgeVertex3 v1 = f.edge.v;
                HalfEdgeVertex3 v2 = f.edge.nextEdge.v;
                HalfEdgeVertex3 v3 = f.edge.nextEdge.nextEdge.v;

                //Standardize
                MyMeshVertex my_v1 = new MyMeshVertex(v1.position, v1.normal);
                MyMeshVertex my_v2 = new MyMeshVertex(v2.position, v2.normal);
                MyMeshVertex my_v3 = new MyMeshVertex(v3.position, v3.normal);

                myMesh.AddTriangle(my_v1, my_v2, my_v3, meshStyle);
            }

            return(myMesh);
        }
        //Should return null if the mesh couldn't be cut because it doesn't intersect with the plane
        //Otherwise it should return two new meshes
        //meshTrans is needed so we can transform the cut plane to the mesh's local space
        public static List <Mesh> CutMesh(Transform meshTrans, OrientedPlane3 orientedCutPlaneGlobal)
        {
            //Validate the input data
            if (meshTrans == null)
            {
                Debug.Log("There's transform to cut");

                return(null);
            }

            Mesh mesh = meshTrans.GetComponent <MeshFilter>().mesh;

            if (mesh == null)
            {
                Debug.Log("There's no mesh to cut");

                return(null);
            }


            //The plane with just a normal
            Plane3 cutPlaneGlobal = orientedCutPlaneGlobal.Plane3;

            //First check if the AABB of the mesh is intersecting with the plane
            //Otherwise we can't cut the mesh, so its a waste of time

            //To get the AABB in world space we need to use the mesh renderer
            MeshRenderer mr = meshTrans.GetComponent <MeshRenderer>();

            if (mr != null)
            {
                AABB3 aabb = new AABB3(mr.bounds);

                //The corners of this box
                HashSet <MyVector3> corners = aabb.GetCorners();

                if (corners != null && corners.Count > 1)
                {
                    //The points are in world space so use the plane in world space
                    if (ArePointsOnOneSideOfPlane(new List <MyVector3>(corners), cutPlaneGlobal))
                    {
                        Debug.Log("This mesh can't be cut because its AABB doesnt intersect with the plane");

                        return(null);
                    }
                }
            }



            //The two meshes we might end up with after the cut
            //One is in front of the plane and another is in back of the plane
            HalfEdgeData3 newMeshO = new HalfEdgeData3();
            HalfEdgeData3 newMeshI = new HalfEdgeData3();

            //The data belonging to the original mesh
            Vector3[] vertices  = mesh.vertices;
            int[]     triangles = mesh.triangles;
            Vector3[] normals   = mesh.normals;

            //Save the new edges we add when cutting triangles that intersects with the plane
            //Need to be edges so we can later connect them with each other to fill the hole
            //And to remove small triangles
            HashSet <HalfEdge3> newEdgesO = new HashSet <HalfEdge3>();
            HashSet <HalfEdge3> newEdgesI = new HashSet <HalfEdge3>();


            //Transform the plane from global space to local space of the mesh
            MyVector3 planePosLocal    = meshTrans.InverseTransformPoint(cutPlaneGlobal.pos.ToVector3()).ToMyVector3();
            MyVector3 planeNormalLocal = meshTrans.InverseTransformDirection(cutPlaneGlobal.normal.ToVector3()).ToMyVector3();

            Plane3 cutPlane = new Plane3(planePosLocal, planeNormalLocal);


            //Loop through all triangles in the original mesh
            for (int i = 0; i < triangles.Length; i += 3)
            {
                //Get the triangle data we need
                int triangleIndex1 = triangles[i + 0];
                int triangleIndex2 = triangles[i + 1];
                int triangleIndex3 = triangles[i + 2];

                //Positions
                Vector3 p1_unity = vertices[triangleIndex1];
                Vector3 p2_unity = vertices[triangleIndex2];
                Vector3 p3_unity = vertices[triangleIndex3];

                MyVector3 p1 = p1_unity.ToMyVector3();
                MyVector3 p2 = p2_unity.ToMyVector3();
                MyVector3 p3 = p3_unity.ToMyVector3();

                //Normals
                MyVector3 n1 = normals[triangleIndex1].ToMyVector3();
                MyVector3 n2 = normals[triangleIndex2].ToMyVector3();
                MyVector3 n3 = normals[triangleIndex3].ToMyVector3();

                //To make it easier to send data to methods
                MyMeshVertex v1 = new MyMeshVertex(p1, n1);
                MyMeshVertex v2 = new MyMeshVertex(p2, n2);
                MyMeshVertex v3 = new MyMeshVertex(p3, n3);


                //First check on which side of the plane these vertices are
                //If they are all on one side we dont have to cut the triangle
                bool is_p1_front = _Geometry.IsPointOutsidePlane(v1.position, cutPlane);
                bool is_p2_front = _Geometry.IsPointOutsidePlane(v2.position, cutPlane);
                bool is_p3_front = _Geometry.IsPointOutsidePlane(v3.position, cutPlane);


                //Build triangles belonging to respective mesh

                //All are outside the plane
                if (is_p1_front && is_p2_front && is_p3_front)
                {
                    AddTriangleToMesh(v1, v2, v3, newMeshO, newEdges: null);
                }
                //All are inside the plane
                else if (!is_p1_front && !is_p2_front && !is_p3_front)
                {
                    AddTriangleToMesh(v1, v2, v3, newMeshI, newEdges: null);
                }
                //The vertices are on different sides of the plane, so we need to cut the triangle into 3 new triangles
                else
                {
                    //We get 6 cases where each vertex is on its own in front or in the back of the plane

                    //p1 is outside
                    if (is_p1_front && !is_p2_front && !is_p3_front)
                    {
                        CutTriangleOneOutside(v1, v2, v3, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }
                    //p1 is inside
                    else if (!is_p1_front && is_p2_front && is_p3_front)
                    {
                        CutTriangleTwoOutside(v2, v3, v1, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }

                    //p2 is outside
                    else if (!is_p1_front && is_p2_front && !is_p3_front)
                    {
                        CutTriangleOneOutside(v2, v3, v1, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }
                    //p2 is inside
                    else if (is_p1_front && !is_p2_front && is_p3_front)
                    {
                        CutTriangleTwoOutside(v3, v1, v2, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }

                    //p3 is outside
                    else if (!is_p1_front && !is_p2_front && is_p3_front)
                    {
                        CutTriangleOneOutside(v3, v1, v2, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }
                    //p3 is inside
                    else if (is_p1_front && is_p2_front && !is_p3_front)
                    {
                        CutTriangleTwoOutside(v1, v2, v3, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane);
                    }

                    //Something is strange if we end up here...
                    else
                    {
                        Debug.Log("No case was gound where we split triangle into 3 new triangles");
                    }
                }
            }


            //Generate the new meshes only needed the old mesh intersected with the plane
            if (newMeshO.verts.Count == 0 || newMeshI.verts.Count == 0)
            {
                return(null);
            }


            //Find opposite edges to each edge
            //This is a slow process, so should be done only if the mesh is intersecting with the plane
            newMeshO.ConnectAllEdgesSlow();
            newMeshI.ConnectAllEdgesSlow();

            //Display all edges which have no opposite
            DebugHalfEdge.DisplayEdgesWithNoOpposite(newMeshO.edges, meshTrans, Color.white);
            DebugHalfEdge.DisplayEdgesWithNoOpposite(newMeshI.edges, meshTrans, Color.white);


            //Remove small triangles at the seam where we did the cut because they will cause shading issues if the surface is smooth
            //RemoveSmallTriangles(F_Mesh, newEdges);


            //Split each mesh into separate meshes if the original mesh is not connected, meaning it has islands
            HashSet <HalfEdgeData3> newMeshesO = SeparateMeshIslands(newMeshO);
            HashSet <HalfEdgeData3> newMeshesI = SeparateMeshIslands(newMeshI);


            //Fill the holes in the mesh
            HashSet <Hole> allHoles = FillHoles(newEdgesI, newEdgesO, orientedCutPlaneGlobal, meshTrans, planeNormalLocal);


            //Connect the holes with respective mesh
            AddHolesToMeshes(newMeshesO, newMeshesI, allHoles);


            //Finally generate standardized Unity meshes
            List <Mesh> cuttedUnityMeshes = new List <Mesh>();

            foreach (HalfEdgeData3 meshData in newMeshesO)
            {
                MyMesh myMesh = meshData.ConvertToMyMesh("Outside mesh", MyMesh.MeshStyle.HardAndSoftEdges);

                Mesh unityMesh = myMesh.ConvertToUnityMesh(generateNormals: false);

                cuttedUnityMeshes.Add(unityMesh);
            }

            foreach (HalfEdgeData3 meshData in newMeshesI)
            {
                MyMesh myMesh = meshData.ConvertToMyMesh("Inside mesh", MyMesh.MeshStyle.HardAndSoftEdges);

                Mesh unityMesh = myMesh.ConvertToUnityMesh(generateNormals: false);

                cuttedUnityMeshes.Add(unityMesh);
            }



            return(cuttedUnityMeshes);
        }